wherein we consider the possibilities for participatory approaches to assessment of learning with digital badges, online learning, open courses, MOOCs, and beyond

Friday, June 19, 2009

open education, open source, open access: some definitions

Pretty soon, you'll be seeing a position paper on the open education movement on this blog. The paper is in the works, but I wanted to toss up a glossary of some key terms that will inform that paper. This is my Friday present to you.

Open Source: Open source is an approach to the design, development, and distribution of software, offering practical accessibility to a software's source code. Some consider open source as one of various possible design approaches, while others consider it a critical strategic element of their operations. Before open source became widely adopted, developers and producers used a variety of phrases to describe the concept; the term open source gained popularity with the rise of the Internet, which provided access to diverse production models, communication paths, and interactive communities. (http://en.wikipedia.org/wiki/Open_source)

Open Source Software (OSS): computer software for which the source code and certain other rights normally reserved for copyright holders are provided under a software license that meets the Open Source Definition or that is in the public domain. This permits users to use, change, and improve the software, and to redistribute it in modified or unmodified forms. It is very often developed in a public, collaborative manner. Open source software is the most prominent example of open source development and often compared to user-generated content. The term open source software originated as part of a marketing campaign for free software.

Free Software (vs. Open Source Software): The term “free software” was coined by Richard Stallman, who explains that

When we call software “free,” we mean that it respects the users' essential freedoms: the freedom to run it, to study and change it, and to redistribute copies with or without changes. This is a matter of freedom, not price, so think of “free speech,” not “free beer.” (http://www.gnu.org/philosophy/open-source-misses-the-point.html)

Briefly, the difference in the terms highlights different ethical approaches to software development. In general, the OSS movement emphasizes the collective engagement with source code in order to develop, and sometimes to market, powerful and efficient software. The free software movement identifies as a social movement. Stallman explains:

Nearly all open source software is free software; the two terms describe almost the same category of software. But they stand for views based on fundamentally different values. Open source is a development methodology; free software is a social movement. For the free software movement, free software is an ethical imperative, because only free software respects the users' freedom. By contrast, the philosophy of open source considers issues in terms of how to make software “better”—in a practical sense only. It says that non-free software is a suboptimal solution. For the free software movement, however, non-free software is a social problem, and moving to free software is the solution.

Many adherents to these movements, to avoid this issue, simply refer to the Free/Open Source Software (F/OSS) Movement.

Community Source Software (CSS): Community Source Software differs from OSS in that institutions devote paid employees to the project, with the intention of collaboratively developing a product that embraces the open source ethos. From the Wikipedia article on Community source,

An important distinctive characteristic of community source as opposed to plain open source is that the community includes some organizations or institutions that are committing their resources to the community, in the form of human resources or other financial elements. In this way, the open source project will have both more solid support, rather than purely volunteer efforts as found in other open source communities, and will possibly be shaped by the strategic requirements of the institution committing the resource.

Open Education Movement and Open Educational Resources (OERs): From Opening Up Education, a key tenet of this movement is that education can be improved by making educational assets visible and accessible and by harnessing the collective wisdom of a community of practice and reflection. The open education movement embraces a shift away from a scarcity-based model of higher education, which bases its value on limiting access. As Batson, Paharia, and Kumar explain (in chapter 6, “A Harvest Too Large? A Framework for Educational Abundance”), open education works within a “knowledge ecology characterized by unfettered access to educational resources, choice, and change in the context and clientele of higher education.” In the open, “abundance-based” learning framework, we see the following shifts, with the “trend indicators” column showing features of higher education that point to the shift.

A recursive public is a public that is vitally concerned with the material and practical maintenance and modification of the technical, legal, practical, and conceptual means of its own existence as a public; it is a collective independent of other forms of constituted power and is capable of speaking to existing forms of power through the production of actually existing alternatives.

More to the point, a recursive public is a group of people who exist outside of traditional institutions (governments, churches, schools, corporations) and, when necessary, use this outsider status to hold these entities in check. The engagement of these publics goes far beyond simply protesting decisions or stating their opinions. Kelty, writing about geek culture as a recursive public, explains it thus:

Recursive publics seek to create what might be understood, enigmatically, as a constantly “self-leveling” level playing field. And it is in the attempt to make the playing field self-leveling that they confront and resist forms of power and control that seek to level it to the advantage of one or another large constituency: state, government, corporation, profession. It is important to understand that geeks do not simply want to level the playing field to their advantage—they have no affinity or identity as such. Instead, they wish to devise ways to give the playing field a certain kind of agency, effected through the agency of many different humans, but checked by its technical and legal structure and openness. Geeks do not wish to compete qua capitalists or entrepreneurs unless they can assure themselves that (qua public actors) that they can compete fairly. It is an ethic of justice shot through with an aesthetic of technical elegance and legal cleverness.

No comments:

Post a Comment

Follow by Email

Search This Blog

Subscribe

about this blog

Knowledge practices get re-mediated by participatory culture. That means we need to re-mediate assessment to align with this shift. This blog is about doing that. We are faculty and graduate students who are working together to use participatory assessment methods in many different educational settings. Starting in 2012, this is going to focus mostly on the use of open digital badges within the MacArthur Foundation's Badges for Lifelong Learning initiative.

Rebecca C. Itow, a former California high school English teacher, is a doctoral candidate in the Learning Sciences program at Indiana University. She researches educator professional development in participatory spaces and the ways in which assessment choices impact learner engagement. Learn more about Rebecca and read her blog at rebeccaitow.com.

Cathy Tran is a Ph.D. student in Learning, Cognition, and Development at University of California, Irvine. Her research applies theories from motivation and cognition to the design of learning environments for science and math. She is particularly interested in the mechanisms of how motivation affects cognitive processes, especially in game-based contexts in which challenge is often coded as a positive attribute. Previously, she was a science journalist as well as a researcher and producer of children television and educational software. She can be reached at ctran27@gmail.com.

Katerina Schenke is a third year doctoral student at the University of California, Irvine specializing in Learning, Cognition, and Development. Her research focuses on how learning environments, specifically classrooms and digital environments, influence students' self-regulated learning skills, help seeking, and motivation for STEM (valuing and pursuing careers in math and science). She is also interested in the measurement of these constructs.

James Willis, III is a research associate in the Center for Research on Learning and Technology at Indiana University. He has a PhD in comparative religion from King's College London. His research interests include academic technology and learning assessment, human-machine ethics, and the digital humanities.

Gina Howard is a project assistant in the Center for Research on Learning and Technology at Indiana University. She is currently working on her masters degree in Instructional Systems Technology (IST) at Indiana University and holds a Bachelor of Science degree in Elementary Education from Indiana University.